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Low Level Wizards Really Do Suck in 5E
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<blockquote data-quote="Celtavian" data-source="post: 6593526" data-attributes="member: 5834"><p>Once again this is specific to our group. We make encounters much tougher than normal. We do CR encounters that aren't even measurable on the table and I'm doubtful most would survive them, yet we beat them with relative ease because of the level of coordination and tactics. For example, our last encounter at level 3 was against a Gnoll chieftan (Claw of Yennoghu), two pack leaders, and around 20 gnolls. I believe it was a CR 8 Deadly Encounter. They defeated it with moderate difficulty. I think one <em>cure wound</em> spell. This is a pretty standard encounter for our group. I think we average more deadly encounters than anything else and above deadly when we want truly deadly.</p><p></p><p>There are times we need to get someone above a certain hit point threshold we calculate at the table. We also calculate hit points by spell slot. <em>Healing Word</em> falls further behind each level spell slot higher you use. 4.5 per level for <em>Cure Wounds</em> and 2.5 for <em>healing word</em> up to level 5 where you are more likely to use <em>mass cure wounds</em> or 6th level when you using <em>heal</em>. We build encounters specifically with the intent to require healing. As in no one that plays this game the way we do could survive without a healer. It is impossible without extraordinary luck.</p><p></p><p>The reason we do this is because we found the standard method of play unchallenging and boring. If we run encounters according to the challenge rating recommendations in the book, we would have too easy a time. We don't like a lack of challenge.</p><p></p><p>Some of it is dependent on how much damage the creature does. Our primary calculation is bang for the buck per spell slot. Memorizing <em>Cure wounds</em> rather than <em>healing word</em> provides you with a higher value option in a spells known slot which increases flexibility when choosing spells known. </p><p></p><p>That's our thinking behind it. I imagine you're right in standard play and <em>healing word</em> due to the bonus action would be moderately more effective than <em>cure wounds</em>. In general, the cleric stays out of combat to avoid the breaking of concentration on <em>bless</em>. The martials act as a wall of flesh and steel to stop the cleric from being accosted. The primary value the cleric provides to the group is as a power battery providing key buffs and healing to keep the group at maximum effectiveness while occasionally dropping a <em>sacred flame</em> or weapon attack to add some damage. They add more damage by staying out of harm's way and keeping buffs active than by attacking with their fairly weak damage sources.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 6593526, member: 5834"] Once again this is specific to our group. We make encounters much tougher than normal. We do CR encounters that aren't even measurable on the table and I'm doubtful most would survive them, yet we beat them with relative ease because of the level of coordination and tactics. For example, our last encounter at level 3 was against a Gnoll chieftan (Claw of Yennoghu), two pack leaders, and around 20 gnolls. I believe it was a CR 8 Deadly Encounter. They defeated it with moderate difficulty. I think one [I]cure wound[/I] spell. This is a pretty standard encounter for our group. I think we average more deadly encounters than anything else and above deadly when we want truly deadly. There are times we need to get someone above a certain hit point threshold we calculate at the table. We also calculate hit points by spell slot. [I]Healing Word[/I] falls further behind each level spell slot higher you use. 4.5 per level for [I]Cure Wounds[/I] and 2.5 for [I]healing word[/I] up to level 5 where you are more likely to use [I]mass cure wounds[/I] or 6th level when you using [I]heal[/I]. We build encounters specifically with the intent to require healing. As in no one that plays this game the way we do could survive without a healer. It is impossible without extraordinary luck. The reason we do this is because we found the standard method of play unchallenging and boring. If we run encounters according to the challenge rating recommendations in the book, we would have too easy a time. We don't like a lack of challenge. Some of it is dependent on how much damage the creature does. Our primary calculation is bang for the buck per spell slot. Memorizing [I]Cure wounds[/I] rather than [I]healing word[/I] provides you with a higher value option in a spells known slot which increases flexibility when choosing spells known. That's our thinking behind it. I imagine you're right in standard play and [I]healing word[/I] due to the bonus action would be moderately more effective than [I]cure wounds[/I]. In general, the cleric stays out of combat to avoid the breaking of concentration on [I]bless[/I]. The martials act as a wall of flesh and steel to stop the cleric from being accosted. The primary value the cleric provides to the group is as a power battery providing key buffs and healing to keep the group at maximum effectiveness while occasionally dropping a [I]sacred flame[/I] or weapon attack to add some damage. They add more damage by staying out of harm's way and keeping buffs active than by attacking with their fairly weak damage sources. [/QUOTE]
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